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  • Chrome window freezes in Ubuntu

    - by Dragon5689
    Sometimes, especially when I open pages that have some kind of multimedia contents, Chrome freezes. It always happens directly after opening a new tab. In contrast to the way Chrome usually has only tabs crashing, the entire windows freezes. If I have multiple separate Chrome windows open, the others keep working. I run Ubuntu 12.04 and Chrome in version 20.0.1132.47 but this has been going on since I last set up my machine around half a year ago. Anyone having the same problems or an idea what could be wrong here?

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  • Is it wrong to tell mobile users to view a site on their computer?

    - by betamax
    I am creating a web application that doesn't work correctly on mobile. I don't want to make it work on mobile because I would rather mobile users have a fully integrated experience and not have to use the web version. This mobile version will be released at a later date based on reaction to the initial web-based version. So, my question is: Is it wrong to not allow mobile users to use the site and instead show them some sort of splash screen telling them to come back to the site on a computer?

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  • Restricted Flow Of Power

    - by user13827
    I'm sure all is fine, but i need some reassurance. Last month my company launched consolidated two of their websites into one new website. www.fdmgroup.com and www.fdmacademy.com into a newly designed www.fdmgroup.com. Because the FDM Academy grew as it's own brand we decided not to just forward the domain to the fdmgroup website, but instead just mirror the new FDM Group website and use a canonical tags to the FDM Group domain (so the link juice will pass to the FDM Group domain pages) The website has be live for nearly a month and i don't believe any power has passed down through the FDM Group website to it's deeper pages even though 301 redirects from the legacy group and academy domains in place. I am also seeing the same problem on the FDM Academy domain, but i expect to see this as every page has a canonical to the same page on the Is there anything which is restricting the flow of power through the site, or am i just being impatient. Thanks in advance Jon

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  • Physics don't apply on a unique body AndEngine

    - by Kanga
    I am developing a game in AndEngine so far I managed to create everything I wanted for my sprite that was connected to a BoxBody. I was rotating it moving it everything was great. I wanted my collision detection to be more precise so I changed from boxBody to unique irregular shaped body. I found all the vertices and I just replaced the newly created irregular shaped body with the boxbody everywhere in my code. Not only that the image of the sprite is not in place but all the physics and maths I was doing for movement and physics wont work. Please help me :(. Thanks in advance.

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • I need help with background interaction with foreground

    - by luther t
    So basicly my game design idea is to have a still back. In the foreground is a PNG format spirite that the user has controll over it is on the ground and the user jump over the oncoming from the right to left spirites. kinda like jumping over rock while running...So the problem...I don't where start. whether with the background or foreground...basicly i am a noob at this as a whole. I am sure if i explained well enough...

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  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

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  • FBO rendering different result between Galaxy S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

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  • Help with Meshes, and Shading

    - by Brian Diehr
    In a game I'm making in LibGdx, I wish to incorporate a ripple effect. I'm confused as to how I get access to the individual pixels on the screen, or any way to influence them (apart from what I can do with sprite batch). I have my suspicions that I have to do it through openGL, and it has something to do with apply a mesh? This brings me to my question, what exactly is a mesh? I've been working on my game for about half a year, and am doing great with the other aspects of the game, but I find this more advance stuff isn't as well documented. Thanks!

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  • Protected Videos not Playing Ubuntu 13.10 (Amazon Prime)

    - by Radeesh Koonichere
    Unable to play amazon prime videos with Chrome/Firefox browser. Tried deleting the Flash folder, re-installed OS. Ubuntu 13.10 Flash Version: flashplugin-installer 11.2.202.310ubuntu1 Youtube works but not Amazon Prime. Try 1 Clear Cache Flash cd ~/.adobe/Flash_Player rm -rf NativeCache AssetCache APSPrivateData2 Try 2 Install Older version of Flash /usr/lib/flashplugin-installer/Flashplayer.so Some other sites have installing HAL and running hald but that was not working either as it seems to be a deprecated. sudo apt-get install hal

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  • LibGDX onTouch() method kill on touch

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? please help Thank you M @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } here is my enemy class public class Bullet extends Sprite { private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); velocity.x += dx * delta; velocity.y += dy * delta; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know Thank you

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  • Hiding a particulat page from search engines not to index

    - by user702325
    I have a page which i don't want search engines to index or crawl. I am not sure hat should i put in my robots.txt file to tell search engines not to crawl/index that page. The page it itself is getting generated dynamically and do not have a predefined template for it all i know about its URL which is pre-defined and will remain unchanged. I have this page say at www.mysite.com/my-nonindexable-page/ Please suggest what i should do to achieve this.I am using WordPress for my website

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  • glTexImage2D not loading my data

    - by Clyde
    Can anyone suggest why this code doesn't work? When I draw using this texture all I get is black. If I use GLUtils.texImage2D() to load a png file, it works correctly. ByteBuffer bb = ByteBuffer.allocateDirect(128*128*4).order(ByteOrder.nativeOrder()); bb.position(0); for(int row = 0; row != 128; row++) { for(int i = 0 ; i != 128 ; i++) { bb.put((byte)0x80); bb.put((byte)0xFF); bb.put((byte)0xFF); bb.put((byte)i); } } int[] handle = new int[1]; GLES20.glEnable(GLES20.GL_TEXTURE_2D); GLES20.glGenTextures(1, handle, 0); DrawAdapter.checkGlError("Gen textures"); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, handle[0]); DrawAdapter.checkGlError("Bind textures"); bb.position(0); GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 128, 128, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, bb); DrawAdapter.checkGlError("glTexImage2D"); return handle[0];

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  • html5 video source code [closed]

    - by Jeeva Nandhan
    !DOCTYPE html This is my vid.html file and my video1.js file is given below the .java file is public class MyWebAppActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); WebView myWeb=(WebView) findViewById(R.id.webView1); myWeb.getSettings().setJavaScriptEnabled(true); myWeb.setWebChromeClient(new WebChromeClient()); myWeb.loadUrl("file:///android_assets/www/vid.html");}} Am receiving an error in emulator that Web page not available in the file:///android_assets/www/vid.html

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  • AdSense link units targeting better keywords?

    - by Unavailable
    I have one link unit above my navigation which targets exact keywords on what my site is about, on contrary my AdSense for content Leaderboard and Wide Skyscraper show ads that are totally opposite from my keyword, while my ctr increased for about 10 times with link unit I noticed CPC is lower also (but that was just based on one day, today is higher). Is it so bad to completely get rid of standard content ads and put link units, because this way I earn so little for that site but I think that is because smart pricing (accidental clicks on ads that my users are not interested)? I earn in whole day with about 25-35 clicks as much as keyword tool shows for only one click, my site is first for the topic? I really don't know what to do. Has anyone had similar situation or can give some advice?

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  • Funnel Visualisation not showing drop out in steps

    - by cjk
    I have a site where users will follow this path (hopefully): mysite.com/entity mysite.com/entity/pay mysite.com/entity/pay/details mysite.com/entity/pay/confirmation mysite.com/entity/pay/payment mysite.com/entity/paymentsuccessful?lotsofuniquestuff The entity section could be any one of a multitude of entries, but once the user is on a journey it will stay consistent. I have a goal set up for this as a regular expression, with the match being .*PaymentSuccessful.*. This detects goal successes perfectly (as checked with data stored by the site directly). I have set the following steps within the goal: /[a-zA-Z0-9]+/pay /[a-zA-Z0-9]+/pay/details /[a-zA-Z0-9]+/pay/confirmation /[a-zA-Z0-9]+/pay/payment My funnel detects entry into the funnel (e.g. 47 users) of which say 10 complete the funnel. However, all drop offs are after the first step, even though the exist page is listed as the second step! My data also suggests users are getting further in the funnel before failing to reach the goal. What have I done wrong?

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  • Why does Bing not show my adcenter ads though there is enough space

    - by gamma
    I created several campaigns using the MS adcenter. I'm targeting the whole world at any time with 2-3 placement texts per keyword group. The bids I placed are sometimes quite high, so they should get displayed. When I try to search for my keywords in Bing nothing gets displayed, though there is plenty of space for it. Bing mostly displays 2-3 ads, but the ones at the right side rather seldom. I'd like to know, how I can improve the fact that my ads are not being displayed - without increasing the bids any further.

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  • "Download failed, tap to resume"

    - by user96142
    I have shared folders on my Laptop System76 Pangolin Performance and installed Ubuntu One on my Motorola Droid RAZR. The folders show up on my Droid, however when I try to view them by tapping on them I get the following error, "Download failed, tap to resume". I have Googled for solutions and I have uninstalled and reinstalled the app on my t still have the problem. Does anyone have any suggestions?

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  • How to create website shortcuts on the desktop / in a folder using Chrome?

    - by it's me
    Help with something really basic, which I am unable to figure out. In Windows creating a shortcut (link) for a website is as easy as dragging-and-dropping the favicon/address bar to the desktop or a folder. I tried the same in Ubuntu (Chrome browser), but it's not working. The web page is being saved as a file, but not as a link/shortcut. Am I missing something or is there no way to quickly create shortcuts to web pages/web sites without installing some app for that? If the above is true, is there an app that does what I need? I hope I am clear enough.

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  • Google lance Tag Manager, un outil gratuit qui facilite la gestion du suivi et des balises de marketing des sites Web

    Google lance Tag Manager un outil gratuit qui facilite la gestion du suivi et des balises de marketing des sites Web Google vient d'annoncer le lancement de Google Tag Manager, son nouvel outil pour la gestion des différentes balises dans un site Web. Pour mieux monétiser leur site Web et contrôler la manière dont le contenu est utilisé, les gestionnaires de sites ont recours à des outils de suivi de statistiques comme Google Analytics. Pour chaque service, un morceau de code doit être intégré dans chaque page du site. Bien que d'une utilisation relativement simple, la multiplication de ces bouts de code sur une page peut rendre leur gestion fastidieuse. De plus, les requêtes entr...

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  • How can I use an object pool for optimization in AndEngine?

    - by coder_For_Life22
    I have read up on a tutorial that allows you to reuse sprites that are re-added to the scene such as bullets from a gun or any other objects using an ObjectPool. In my game i have a variation of sprites about 6 all together with different textures. This is how the object pool is set up with its own class extending Java's GenericPool class public class BulletPool extends GenericPool<BulletSprite> { private TextureRegion mTextureRegion; public BulletPool(TextureRegion pTextureRegion) { if (pTextureRegion == null) { // Need to be able to create a Sprite so the Pool needs to have a TextureRegion throw new IllegalArgumentException("The texture region must not be NULL"); } mTextureRegion = pTextureRegion; } /** * Called when a Bullet is required but there isn't one in the pool */ @Override protected BulletSprite onAllocatePoolItem() { return new BulletSprite(mTextureRegion); } /** * Called when a Bullet is sent to the pool */ @Override protected void onHandleRecycleItem(final BulletSprite pBullet) { pBullet.setIgnoreUpdate(true); pBullet.setVisible(false); } /** * Called just before a Bullet is returned to the caller, this is where you write your initialize code * i.e. set location, rotation, etc. */ @Override protected void onHandleObtainItem(final BulletSprite pBullet) { pBullet.reset(); } } As you see here it takes a TextureRegion parameter. The only problem i am facing with this is that i need to have 6 different sprites recycled and reused in the ObjectPool. This ObjectPool is set up to only use one TextureRegion. Any idea's or suggestions on how to do this?

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  • Can software operation damage an SD card?

    - by Borek
    My SD card has a broken boot sector and the tools I've tried say that it's not repairable (I've tried TestDisk, DriveRestore Pro and Easeus Partition Recovery). The card was in my Android phone and at one point, it simply shut down and I had to reboot it. After I rebooted it, the SD card was not recognized and since then I've tried to recover it (I don't want to format the card as it contains some data I'd like not to lose although it's nothing critical). My question is, can some software error in Android, or a sudden crash of a system, damage the SD card? Or was it the other way around, the card first died and it brought the system down?

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  • What's the best route to getting started in moble app development?

    - by Rob Z
    As per the question title, I'm interested in starting up a new side project and I'm currently looking at doing a bit of mobile development as said project. I'm actually in a bit of a good position right now as I have a blank slate in front of me (i.e. not locked into a phone already) but on the same token, I also don't want to invest too much money into hardware and the like since this will likely not be a money making venture. As such, which platform provides the best flexibility in terms of experimentation and learning opportunities? Likewise, what are some useful resources to assist in the process?

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  • L'App Store génère toujours quatre fois plus de revenus que Google Play, mais la galerie d'Android augmente rapidement son CA

    L'App Store génère toujours quatre fois plus de revenus que Google Play Mais la galerie de Google augmente rapidement son chiffre d'affaires d'après App Annie Les études sur les galeries applicatives se suivent et se ressemblent toutes un peu. L'Index de App Annie ne fait pas exception. En résumé, d'après cette analyse, Google Play est en très forte croissance? mais reste beaucoup moins rentable que l'App Store d'Apple. En octobre, le chiffre d'affaires (CA) de la galerie de Google a certes triplé (+ 313 %) par rapport à janvier quand celle des iDevices ne progressait « que » de 12.9 %. Mais au final c'est bien un Apple qui qui génèrerait le plus de revenus a...

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  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

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